Session Three
Session Three
Session Three
a) Cavern
A cold breeze softly sighs in this large natural cavern, carrying the faint scent of
decaying flesh. A large crevasse with sloped walls divides the cavern and is flanked
by two rough stone columns that support the twenty-foot-high ceiling. Two arched,
wooden bridges span the chasm. One close to you, one 30 feet away.
Ssarnak: A subterranean monster that hungers for flesh—a nothic named Ssarnak—
guards this cave. Lured by a faint magical effect emanating from the crevasse, the
creature was occupying the area when Glasstaff moved in. Speaks like Gollum but
speaks in rhymes.
Glasstaff struck a bargain with the monster, convincing it to help guard
the stronghold in exchange for treasure and the occasional gift of fresh
meat.
Ssarnak is untrustworthy but loyal enough, for the moment. Ssarnak
normally lurks near the west ends of the two bridges.
If it notices intruders entering the cave, it hides behind one of the large
stone columns and watches them, attempting to use its Weird Insight
to discern the intruders' secrets.
Ssarnak communicates via telepathy. If detected, it prefers to
negotiate and will betray the Redbrands for the right incentive, such as
the promise of food.
Ssarnak knows everything the Redbrands know (Secrets):
The Spider Knight: A mysterious figure called the Spider has hired the
Redbrands to frighten off adventures and intimidate the locals for reasons
unknown. Glasstaff knows that this is to keep people away from the nearby
Wave Echo Cave.
Thick Thock: “What would Flora think?”
Xayden: “Sherking on your duty again, putting yourself above others.”
Astrid: “I’ve not sensed your kind in aeons. Not of this world, but of the
Zenith.” or “The boy, yes, the fresh meat. My thanks.”
The closest bridge (to the North) will break, causing 7 (2d6) bludgeoning damage,
has prone condition, and lands in a jumble of rubble. Can be detected with a
successful DC 10 Wisdom (Perception) check.
Under Northern bridge are corpses of two psionic goblins with elongated skulls with
fungal growths. Ssarnak will not eat it because of the “bad meat”.
Hiding under the south bridge is Carp Alderleaf.
b) Guard Barrack
The barrack contains four roughly built wooden bunks, with heaped blankets and
dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat
fills the air. Four tall, grey-skinned goliaths are lounging in the mess, barking orders
in giant folk at a goblin named Droop. The sudden appearance of the adventurers
causes goblin to faint.
Leader of the goliath is called Nosk.
The goliath work for the Spider Knight and were sent to help Glasstaff keep
the Redbrands and the citizens of Phandelin in line.
The goliath knows the location of Wave Echo Cave but not the . They won’t
willingly divulge this information, since they fear the Spider Knight more than
they fear the characters, though a charm person spell might coax the
information from them.
The goliath avoids human members of the Redbrands. If the characters are
wearing scarlet cloaks, the goliath assume they serve Glasstaff.
c) Common Room
Several worn tables and chairs are scattered around this large room. Wooden
benches are drawn against walls decorated with brown and red draperies and
several ale kegs are propped up and tapped. Four tough-looking Redbrands are
gathered around on of the tables. A stack of coins and trinkets are heaped upon the
table between them.
All Redbrands are intoxicated. The Redbrands will recognize that those wearing
scarlet cloaks are imposters. Players may attempt to convince them that they are
recruits.
d) Wizard’s Workshop
Faint bubbling and dripping noses. The room appears to be a wizards’ workshop. A
large worktable is set up with alembics retorts, distillation coils, and other
alchemical devices, all of them stewing and bubbling. Bookshelves line the room
and are crowded with parchments and various tomes.
A successful Arcana (Intelligence) check will indicate that there is enough brew in
the beakers to brew one potion of invisibility. Among the books there is a tome
written in dwarvish. The journal is from an adventurer named Urmon and it
describes the history of the Forge of Trikilli. Specific information includes:
Items enchanted in the Forge are said to radiate an amber golden light
(indicating presence of the Amber Monolith).
The abundance of translucent fungi seems to grow in the cavern.
The book describes several attempts to take the Forge, however it describes
the engagements as being one-sided. Wizards and other users seem to go
insane.
e) Glasstaff Quarters
The walls of this bedchamber are covered in drapes of scarlet cloth. The furnishings
include a small writing desk with matching chair, a comfortable-looking bed, and a
wooden chest at the foot of the bed.
After 5 minutes, Fig will misty step into R12 and steal the map from the
Wizard’s quarters.
After another 10, Glasstaff will flee hastily taking additional documents.
At the foot of the bed is a sturdy, unlocked wooden chest holding the best
pickings of the Redbrand’s loot over the last few months. It contains 130 gp,
a silk pouch with five carnelians worth 10 gp and two peridots worth 15 gp, a
spell scroll of hold person and a spell scroll of fireball.
The session will end with the adventurers with some clues on the
importance of the Forge of Trikilli, a clear objective (track down the
location of the Wave Echo Cave), and a clear antagonist (Fig).
Bug and Lug are the new leaders of the Redbrand.
Annex: